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Wildermyth: Biome-Specific Ruins - You Know It. [entries|archive|friends|userinfo]
Annie

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Wildermyth: Biome-Specific Ruins [Oct. 4th, 2018|10:50 am]
Annie
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(PS (pre-script?) - I don't know if anyone else is having this problem, but a lot of the images here sometimes show up as broken links even though they're not. Reload the page and see if that helps.)

We want some of our mission maps to include ruins, because ruins are like the chocolate sprinkles of fantasy worlds, you just sprinkle them everywhere and they make everything more fun.

So I drew up a bunch of ruin-y pieces of scenery in a big Photoshop file, and they can appear on the maps that are tagged with "ruins." And we wanted to try something new, where we make different versions of a piece of architecture for the different biomes that your missions can take place in (forest, field, swamp, foothills, & cave). So above the base group of super-boring-general stone ruins, there are a bunch of layers that mess with colors and add vegetation/fungi for each biome.

forest

field

foothill

swamp

cave

The result is a lot more separate files to save out, but I think the extra flavor will be worth it.

We may end up doing the same thing with missions that take place in towns, because:
1.) a house in a swamp may look totally different from a house in the mountains, and
2.) I like to make more work for myself.
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Comments:
[User Picture]From: jeliza
2018-10-04 10:01 pm (UTC)
These are really cool.
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